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Utilizator Mode

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  1. Tornleaf wrote: As Kitsune was saying about mesh heads with joint positions, it would effect the entire body, and I can see how translated animations could get around that via prorities and selective keys. I like joint positions but in that case I see how it could be troublesome. I think that's worth looking at, as I've seen folk struggle with putting their specific mesh body torsos on joint-positioned mermaid tails and running into issues, which is really too bad. That is a good point that i forgot to mention, mesh joint offsets effect every joint in the body while animation offsets only effect the joints you need and nothing else. Also, doesnt stop all animations and fix deformations buttons in avatar health menu fix it?
  2. Mesh joint offsets were something that we could do from the very start, but they were buggy and unreliable and that’s why we need the animation joint offsets to begin with. And not only that, you cant carry mesh joint offsets over from avatar to avatar, you cant activate and deactivate the deformation whenever you need it, mesh joint offsets dont work with fitted mesh either(or at least didnt work back when fitted mesh was still a new thing) and animation offsets are not just for deformers! theres countless other applications for it. Like for example, comedic animations like exaggerated walks that stretch out legs as they are being put forward, Or maybe a Robot avatar that changes its shape, making it’s legs, arms and torso longer, or extends his arm forward to grab something, or even transforming from a tank into a robot. Furthermore, like everyone already mentioned, removing joint position animation would undermine the whole face bone thing, you cant animate the face with just rotations, you need to move the bones around to lets say make a big wide smile. You say you never added this ability to the game intentionally and the code for it somehow “doesnt work particularly well in the viewer”? It works pretty well for us, why not just leave it as it is? its working perfectly fine for what we are using it for and not like its crashing or causing any problems. Too lazy to improve it? Fine dont improve it, but dont remove it either just because you personally lack the imagination of how such a feature could be used it in content creation, leave that to us the creators. Because if you do, you will not be removing a limitation from SL, you will be replacing one limitation with another limitation and for no good reason. Putting a new tool in our tool box and taking away an old tool who’s function the new tool cannot do.
  3. I cant seem to find this in the TOS but if its allowed to have more than one account to transfer money out of sl? The current limits they have is really bottlenecking my ability to get my dosh out of sl and they refuse to review and raise my limits till 6 months later for some reason.
  4. Thanks everyone, my country is in that list of countries that have a tax treaty, im going to get someone who understands this stuff to look into the pdf files just in case.
  5. Can someone clarify this to me? im a non US citizen and i already pay taxes to my own goverment, does this mean that now i will have to pay 30% tax to US too?
  6. Can someone clarify this to me? im a non US citizen and i already pay taxes to my own goverment, does this mean that now i will have to pay 30% tax to US too?
  7. alphas will be needed due to how horible the SL avatar is rigged, its joints dont bend mesh, it just breaks it in half.You will need to hide that mess if you are planing to have a smooth natural bend in your clothes and you dont want that messy SL avatar clipping through. As for the project, it sounds really intresting and i will help you people out with it in a few days when i have the time to make some test meshes.
  8. i tried the latest project viewer, it allways crashes if i try to load riged mesh, all those meshes never crshed and uplaoded fine on the older versions made a jira entry about it https://jira.secondlife.com/browse/CTS-805
  9. i mentioned a few times that im using blender, i tried both 2.4 and 2.5, got same results i guess i should just give up on riged meshes for now till like 5 sl updates later LL realizes theres a problem and decides they shouldprobably fix it like they allways do
  10. usualy when that hapens, it means theres a vertex group missing
  11. Prep Linden wrote: What you can do is make sure that every vertex is in a group and weighted in blender it is in a group and weighted, otherwise it wouldnt even load. if your model has atleest one point that doesnt belong to any kind of vertex group and doesnt have a weight of atleest 0.001asigned to it, the model will not show up in the preview window at all and the polycount for all the levels of detail will be N/A, besides, if those points wouldnt be asigned to any group, id see it in blender when i try to pose the model and both sides od the model would be corupted when imported. i had an older version of the model that worked fine before i tried uplaoding this one (this one has some bugs fixed in the shouder area) the older model was uploaded with an older viewer before i updated my viewer. i tried uplaoding the same file of the older model that doesnt glitch before and surprise surprise, it gliched too, so im guessing something is wrong with the latest releases. long story short: same DAE file + diferent viewer versions = diferent results in older version of the viewer the results where perfect new version, model is corupted. it no longer works with clothes created for it too i put the both meshes on, the corupted parts are clipping through the proper mesh uploaded with the older viewer, both meshes are the same dae file so yeah, does anybody know where i can download the older versions of the mesh project viewer? nothing i download from the sl wiki lets me log in, tells me i need to download 3.0, is there a way to bypass this?
  12. i noticed even more anomalities, basicaly the whole inner part of the leg was efected by the right bone to some extent even if there where no vertex groups asigned to those points, i did an experiment, i cut out the whole part that gets screwd up and pasted it as seperate object and uploaded, and it no longer gets effected by the right leg bone what is going on edit, i examined the body closer and found that the whole left side is screwed up, points folowing bones they shoulnt and its not even neseserily the right side bones
  13. when uploaded my mesh, some vertices fore some reason have completely different weight maps than they had in blender, they are asigned to the right bone isntead of left. it cannot be an error on my side because i simply only riged one half of the model and than mirrored and applied all the weight maps, the model deforms perfectly in blender and there are no anomalies, i double checked everything and there is nothing wrong with the model, but when i upload it i get a few vertices following the wrong bones for some reason this is really annoying because i spend all day and a lot of L$ reuploading the model and trying to figure out what is wrong with it, no mater what i did i always got the same exact result, i tried deleting the half of the model that glitches and mirror a fresh half of it with all the weight maps but it didn't solve anything. i am wondering if this is a problem with SL or is it a problem with blender's colada exporter. has anyone ever had this or know whats going on? help would be apreciated, i also tried posting this issue on jira but its a ghost town 
  14. okay than if it is posible to make it small than i dont get why lindens where making such a problem out of it and refused it
  15. Void Singer yeah i marked it as that Opensource Obscure problems officer?
  16. okay so my account got hacked and i lost all my lindens :D so i tried to contact LL and the only thing i could actually do is to file a support ticket, i heard from lots of people that filed tickets before that their tickets where answered a week later, answered with an unprofessional irrelevant replies or not answered at all. well i filed a ticket anyway, than i tried looking for other ways to contact them but they dont provide you with any email or any other kind of means to reach them besides the land line phone number. now it would be all fine and dandy but i live on the other side of the world, i dont have a slightest idea on how to make such a long distance call and i bet i would waste more money on that phone call than i actually lost xD than i remembered that premium users got live chat thing, i went to try and subscribe to premium but they have no option to pay using paypal, only some click and buy thing i never heard of before. but than when i was about to close the window, i noticed a live support thing next to the payment form regarding billing problems :O so i tried that, it connected me to some person and i tld him my situation, the person gave me an actual LL (super secret) support email, i wrote to that mail but had no answer, my ticket wasnt answered either. finally out of desperation i tried to call them, i tried to enter all kinds of crazy combination of area codes and other stuff i found on google. i phoned my phone company and asked them how to do it but they didnt even know themselves and every time i called them, they gave me a different answer and on top of that i kept reaching the fire department xD. it looks like its impossible to contact the outside world from this this retarded contry and the phone company didnt even have such a thing as an operator that could connect me to where ever i was trying to call. finally, on some forum some guy suggested some other guy to use skype to call land lines, so i tried that too and OMG it worked! i finally managed to call LL. i spent like 10 minutes trying to spell my SL username in my broken english accent and the person said that they actually seen my ticket and they forwarded it to some other department or something and that they should contact me shortly. its been like a day already and i still didnt receive any news from them or even any kind of sign that they are looking into it. i was wondering if the LL costumer support is even able to handle such situations and what are the chances to get my money back, cuz like, i have to pay my sim rent and stuff and theres no way i can make 21k in just 3 days D: also heres some community feed back from me regarding security i think every new account should either have some kind of one month period where it has a limit of maximum amount of L$ it can spend and receive or only age verified users can cash out their lindens or something like that, or a limit on how much L$ you can transfer to other accounts from an unverified account per week whatever it would be, the point is that 1 day old accounts shouldnt have such freedom to transfer that many lindens in one go, since all my money where transfered to some account that was created like a day ago.
  17. hello, i never found the time to post about something that was bothering me for a long time. i recall reading in one of the office hour logs about morphs, some guy asked LL why they keep ignoring people's mentions about morphs. one of the lindens answered something something like, morphs would double the model data size and stuff like that so we will not even consider it, but we will implement custom bone structures so you can use that for facial expressions and fingers of your avatar. i was wondering, does a morph really doubles the entire model data? doesnt it only double the data of the vertices that are actually effected by the morph? can someone explain me in more detail on how it works and why it cannot be done because its just such a shame. sure you can use bones for fingers and i can imagine using bones to make facial expressions, but what about the most important things that cannot simple be deformed with bones? like avatar transformations, mutation effects, and the most important use of morphs for me - proper mesh deformations using joint to morph. some deformations are just impossible to achieve through bones alone, you also need joint to morph to make body parts bend properly and not like a rubber hose :O also regarding the custom bones systems. will they only work with the avatar? or can you actually make proper non playable mesh characters using it? that would be so awesome if you could make a 3D model, rig it, animate it, export everything to sl, rez it and let scripts run the animations that move the mesh.
  18. the problem im having is the viewer crashing while uploading a mesh one time but not crashing uploading the same exact mesh a second time again it just hapens on rndom, all the meshes that crashed the viewer didnt crash it in the second time i tried to uplaod them and worked fine
  19. dont use the auto updater, you need 2.6 to log in but for some reason it allways downloads 2.4, go to the mesh viki and download the installer from there
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